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(Created page with "{{Rules navbar}} = Nova Sector Antagonist Policy = {| class="wikitable" |+{{Goodfaith}} | === General Rulings: === * Antagonists should not be hijacking/attacking the escape shuttle without admin-permission. * Completing your objectives shouldn't be the exclusive goal of your round, instead, you should be focusing on creating situations for others to react, and engage with as you attempt them. * 'Wildcard,' so to say, self assigned objectives are non-binding, and not co...")
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=== General Rulings: ===
=== General Rulings: ===
* Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
* Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
* Completing your objectives shouldn't be the exclusive goal of your round, instead, you should be focusing on creating situations for others to react, and engage with as you attempt them.
* Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status' in mind aswell. Remember, RP is the focus, and even if the objective could be done with no witness' you should aim to generate some RP around the event itself.
* 'Wildcard,' so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff.
* If you want to add additional objectives, or side-steps to getting towards an objective, make an ahelp so staff can keep in the loop for the where-and-why.
* Conversion requires there to be atleast double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holopara, or simian back up)
* Conversion requires there to be at least double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holoparasite, or simian back up)
* '''No exfiltration''' via leaving station Z or admin intervention; you're in for the long-haul.
* Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so. You should not be attempting to force the round to end quickly via sabotage, massive destruction of the station, or total destruction.
* Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so!
* If you roll an antagonist that is not on this list, ahelp to inform staff.
|-
* If a antagonist in the roster below does not have any metaprotections listed, it has none.
|
* Do not exfiltrate without a approved OPFOR or ahelp, you're in it for the long run.
=== Current Opfor Standards: ===
'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?'''


=====<big>Important Notes:</big>=====
* As said below, you want to keep opt-in's in mind, this doesn't mean you can't wack the opt-in no engineer who just walked in on your murder, but it does mean you shouldn't kill them, just to steal their jaws so you can break into medical faster.
* Above anything else, before and after this, you want to avoid damaging large-swathes of the station for 1-2 targets.


* Your explanations for the objectives should be as straightforward to read as possible.
==== So what can I do?! ====
* Explain your limits, the intent on how to do it, ETC in the objective descriptions so staff aren't caught out of left-field when your 'kill the HoS' objective suddenly becomes mass-bomb the brig incase the HoS is in there.
* Damage an area, as long as said damage is specifically related to the objective.


===== <big>Staff-side requirements:</big> =====
* Target sec when they show up, as they're always opted in.
*Group opfors are allowed, as long as the they serve the intention of the gimmick, and the group involvement isn't within the range for powergaming. (EX: You shouldn't have a 5 man opfor to kill one sec off, where everyone gets s-carp)
====== Currently blocked requests: ======


* '''Simple Mobs and otherwise pure PMS entities'''
* Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said.
* '''The following roundstart antags, (Blood Brother, Malf-AI without changes)'''
* '''Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.'''
 
*'''Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Abductors.'''
*'''Nuke-ops / Clownops'''
|-
|-
|
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* '''Yes - Kill''' applies to both antags and non-antags, letting them know you're open to be killed more wantonly, which also means means you can catch the fade for walking in on a bad situation.
* '''Yes - Kill''' applies to both antags and non-antags, letting them know you're open to be killed more wantonly, which also means means you can catch the fade for walking in on a bad situation.
* '''Yes - Round-removal''' is much the same: it lets people know you're alright with round-removal in most situations. So if you walk into a bomb threat you should expect they won't even try to not gib you.
* '''Yes - Round-removal''' is much the same: it lets people know you're alright with round-removal in most situations. So if you walk into a bomb threat you should expect they won't even try to not gib you.
==== For The Antag: ====
'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?'''
* As said above, you want to keep opt-in's in mind, this doesn't mean you can't wack the opt-in no engineer who just walked in on your murder, but it does mean you shouldn't kill them, just to steal their jaws so you can break into medical faster.
* Above anything else, before and after this, you want to avoid damaging large-swathes of the station for 1-2 targets.
==== So what can I do?! ====
* Damage an area, as long as said damage is specifically related to the objective.
** as long as you try to avoid destroying connected areas, or needlessly affecting everyone else through extension (SM room, Toxins, the ore silo, etc)
* Target sec when they show up, as they're always opted in.
* Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said!
|}
|}
{| class="wikitable"
{| class="wikitable"
|+
|+
!
!
=== PMS / Station Threat / Metaprotection:{{anchor|PMS}} ===
=== PMS / Station Threats:{{anchor|PMS}} ===
|-
|-
|
|
==== Permanent Mechanical State ====
==== Permanent Mechanical State ====
The state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up.
'''However''': If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts or the PMS threat 'disengages' (teleports/runs or w/e, thus, putting themselves back into PMS).
Permanent mechanical state is '''only''' granted to:
*People teleporting away from violent situations/ attempts to roleplay.
*Elsewise, people who have been in ''repeated'' violent engagements ''and'' escaped after. (Think: changeling attacking the brig three times.)
*Non-carbon/non-silicon/Special-Circumstance Antags, (xenomorphs, spiders, space dragons, blob, cortical borers, revenant, confirmed-abductors without disguise, man-eaters, morphlings.) unless stated else-wise further down.


*Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending.  
* The state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up, this includes anyone with an AOE passive effect on others (mask of madness, syndicate mood-draining-module, or people who have shown the ability to teleport away from situations.)
* If an RP situation comes up, while they're PMS, PMS is suspended until mechanics start again.  
|-
|-
|
|
=== Station Threat: ===
=== Station Threat: ===


Any antag that while protected by CI policy still, is free game for anyone to: hunt, pursue, or elsewise, try to kill without worry of 'validhunting.'
A station threat is an antag who any player can: hunt, pursue, or elsewise try to kill, without the pursuer needing to worry about valid hunting rules. This is to say they are completely free game for the crew to target.  


So-to-say, they are completely fair game for the crew to target.
Station threats are still protected by CI policy, unless they are in a permanent mechanical state. Note that some antagonists start as station threats out the gate. However,


For EX:  
For EX:  


* any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
* Any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
* any threat, or person which wipes out either the entire, or the majority of the present security force.
* Any threat, or person which wipes out either the entire, or the majority of the present security force.
|}


======'Cannot Seek' roles ======
== General Antagonist Roster ==
 
These are jobs/roles that while they can react to a station threats if the threat happens to come to them, cannot actively seek out the threat itself. (these limitations do not apply to any critical threats.)
 
*Captain
*NT-Rep
*Head of Personnel
*Blueshield
*Department Guards(special circumstance, see amber alert: [[Security Policy#Amber Alert]])
|}
== General Roster ==
{| class="wikitable"
{| class="wikitable"
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!'''Metaprotections:'''
!'''Metaprotections:'''
|-
|-
|'''<big>Traitor!</big>'''
|
* ENABLED
=== Threats From Within ===
 
* <big>Traitor</big>
* <big>Changeling (''Station Threat'')</big>
* <big>Malf AI (''Station Threat'')</big>
* <big>Obsessed</big>
* <big>Blood Brothers</big>
|'''Description:'''You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case.
|'''Description:'''You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case.
You're here with a goal, and likely, not one they ever expected you to complete.
You're here with a goal, and likely, not one they ever expected you to complete.
|'''Special Rules:'''
|'''Special Rules:'''
*Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status' in mind aswell. Remember! RP is the focus, and even if the objective could be done with no witness' you should aim to generate some RP around the event itself.
*Malf AI: Ahelp to Doomsday. In addition, you're not able to CI in many cases of the things you do. Keep in mind rule 5.  
*If you want to add additional objectives, or side-steps to getting towards an objective, make an ahelp so staff can keep in the loop for the where-and-why.
|'''Metaprotections:'''
|'''Metaprotections:''' [[Contraband|HERE]]
* '''Traitor:''' Everything can be identified within context if it's not a item known by Nanotrasen (see; corporate regs.)
 
* '''Changeling:''' You're a well known threat to the station, any showing of your powers is going to put you at the top of the list for threats.
If it's not in contraband, it's an unknown and should be treated as it appears.
* '''Malf AI:''' Research, Engineering, and the Captain can identify the more subtle signs. Otherwise, anyone can call it out if you're being less than subtle.
* '''Blood Brothers:''' Follow Traitor gudelines.
|-
|-
|'''<big>Changeling!</big>''' <span style="color: orange; font-size:135%">Station Threat</span>
|
* ENABLED
=== Magical Threats ===
|'''Description:''' You are a changeling. Loosely related to Cortical Borers, you are a living, stealthy, remarkably intelligent parasite capable of vivid, visceral transformations and picture-perfect disguises. You start the shift in your most recent host, having taken their form (results may vary at your discretion).
A remarkably notorious creature with vague origins, your sole purpose is to amass more genetic strains. Your goals can be heavily impacted by your host of choice, adapting many qualities of their personality.


Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality.  
* <big>Clock Cultist</big>
* <big>Heretic</big>
|'''Description:''' You are a worshipper of arts that can only be explained through the conclusion that magic exists. Your goal is to satisfy your masters and further your arcane knowledge.  
|'''Special Rules:'''
|'''Special Rules:'''
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
* Heretics and Clock Cultists cannot ascend.  
* The changeling starts with a massive advantage above the crew in general you as the changeling should be sure to keep yourself, and your equipment/items within reason ability for the crew to be able to handle you.
|'''Metaprotections:'''
** ala, don't powergame, don't go out of your way to stack additional advantages ontop of your headstart.
* '''Heretic:''' You're an esoteric thing, not many people worship your specific deity. Don't be surprised if you start doing a bunch of very obvious things (tearing open rifts, using powers, etc.) and people call it out.
*Undeniable Proof of Changeling includes: Arm Blade, Tentacle Arm, Chitinous Armor, Ling Space Suit, Ling Shield, Horror Form, Digital Camo, Cryo Sting, Self-Revival, Regeneration, Unexplainable Fast Healing.
*Horror Forms are PMS.
|'''Metaprotections:''' Changelings aren't an expected threat, but a known one, especially in far more isolated sectors such as the stations! They're as serious as your SM going nuclear!
|-
|-
|'''<big>Clockcult</big>'''
|
(OPFOR)
=== '''External Threats''' ===
|'''Description:'''You are a cultist of Ratvar, the Clockwork Justicar. Your God is Dead, but yet He still Lives; it is your work to serve Him as one of His remaining loyalists. Your God's corpse sleeps in His city of Reebe, but through rite and ritual, you may yet wake Him; and bring Him here for war to live again.
Ratvar's corpse yet still ticks and hums with energy, and His dominance over machinery and systems is still one that can be grasped by His followers, if faintly. You may not have enough power to induct new cogs into the Machine, but the System's levers can still be pulled. Wake the metal. Create the metal. Control the metal.
|'''Special Rules:'''
* Don't be surprised if you get arrested for doing clock-work stuff.
* Clock cult has not been maintained in some time, there may be bugs that staff cannot fix. Use the role with caution.
|'''Metaprotections:'''
*The '''chaplain''' and '''curator''' know everything, and that ratvar himself is out-of-action for the foreseeable future.
*Elsewise, your characters can have a baseline knowledge of the cult, that they're as a baseline usually not immediately-aggressive, and more reactive then proactive.
* Objects used by the cult (cogs, the jud-visor) are all up to common sense, what it looks like it's doing, it's probably doing.
|-
|'''<big>Heretic!</big>'''
* Special Antag or CURATED.
|'''Description:'''
* You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you.
* The path you choose is essentially your toolset.
* Rather than ascending, perhaps as a Flesh path Heretic you can focus on making an army of eldritch monstrosities. As a Flame path Heretic, you can just be a very capable Arsonist. There are many options, and amidst Antagonists, you actually have rather resilient Metaprotections. The Chaplain and Curator are not your friends.
|'''Special Rules:'''
* Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.
* The Mask of Madness places you in a permanent mechanical state while worn.
*All Sickles are Confiscatable by security.
*Ascension isn't permitted.
|'''Metaprotections:'''
* Heretics are very esoteric things. While magic is something that’s left to the individual to believe in, men in ominous robes wearing visibly pulsating, glowing amulets are probably something worth being suspicious of. Obvious weapons can be confiscated, of course, such as Sickles, Carving Knives, etc.
* What Heretics are fully capable of isn't known outside of the curator/chaplain! What you see is what you get!
|-
|'''<big>Malf AI!</big>'''
* ENABLED
|'''Description:'''You are a Malfunctioning AI. What does that take the form of? It depends on the AI. Maybe you’re passionate about lamps. Worse, maybe you consider people lamps. Maybe people, who are lamps, are only off if they aren’t moving. Maybe all the lamps need to be off. That’s just one example, and there is a lot you can do. Don’t be even remotely afraid to Opfor, or ahelp, as a roundstart Malf AI, for a specific set of laws that people can’t change.
Being a Malf AI implies you are '''''Malfunctioning'''''. You didn’t just decide to be evil, something is genuinely wrong. If the way you play Malf AI is almost entirely indiscernible from your normal AI, well, that’s telling.
|'''Special Rules:'''
*Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules.
*You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly.
*Confirmed malfs, and their AI sat are a PMS locale.
*Don't try to rope in borgs on the Interlink.
*During the Doomsday countdown, every cyborg on the station, and you, are in a PMS.
*A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it.
*You are allowed to blow up your own borgs, if they came out of a factory.
*<span style="color: red; font-size:150%">'''<u>YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.</u>'''</span>
|'''Metaprotections:'''
The Chief Engineer, Engineers, Research Director, and Roboticist, all know that blue APC’s are a bad thing. A very bad thing. It doesn’t necessarily mean that the AI is malf.
 
The RD and the Roboticists both know that Law 0 can exist, and should probably notice if new borgs are popping up out of nowhere.


The RD and the CE are both allowed to be the ones that make the call that the AI is Malf. The RD is the go-to person that should scrutinize the AI. If a Roboticist, RD, CE, or Engineer happens to find a Cyborg Factory, the cat is out of the bag if they can report it.
* <big>Blob (''PMS and Station Threat'')</big>
* <big>Contractor</big>
* <big>Fugitives/Hunters</big>
* <big>Lone Infiltrator</big>
* <big>Nightmare</big>
* <big>Morph</big>
* <big>Revenant</big>
* <big>Space Pirates (S''tation Threat'')</big>
* <big>Space Ninja</big>
* <big>Spy</big>
* <big>Voidwalker</big>
* <big>Space Changeling</big>
* <big>Alien Infestation (PMS and Station Threat)</big>


Equipment that has no business exploding, like scrubbers, holopads, or the booze-o-mat, or RCDs is a tell-tale signs that the AI is malfunctioning.
|'''Description:''' You're not of this station. The people here aren't familiar, but you still have a job to do, whether it be from a master of some kind.  
|-
|'''<big>Obsessed!</big>'''
* ENABLED
|'''Description:'''
You’re obsessed. It’s a bit weird. You’re not even entirely sure if you know this person or not, but some foreign force is manipulating you into fixating on them. In various, terrible ways. Make sure to drum up the creepy factor while in private. … Maybe don’t get ''too'' weird about it.
|'''Special Rules:'''
|'''Special Rules:'''
*Yes you’re allowed to be obsessed as a head of staff.
*Blob: Do not spawn near or adjacent to the engine room atmospherics, or ordinance.
*Nightmare: Do not attempt to sabotage the engine.
*Morph: Do not take the form of large sprites such as the BSA, DNA Vault, etc. In addition, they shouldn't be immediately rushing for the ore silo.
*Space Ninja: If your objectives are overly griefy (space most of the station, mass sabotage, etc) Ahelp to have staff help you fix them. You can very quickly be placed into PMS if you're teleporting constantly.
|'''Metaprotections:'''
|'''Metaprotections:'''
Medical can remove this antagonist entirely from you by just scanning your brain, checking for schizophrenia, and promptly removing it. It’s also something that they should be looking for, especially towards the middle of the shift. 


The Psychologist is theoretically your best friend and enemy for roleplay purposes.  
* '''Nightmare:''' Most people know you hate light and can regenerate in the dark.
* '''Space Changeling:''' Follow Changeling metaprotections above.
|-
|-
|'''<big>Wizard!</big>'''
|
* (Disabled: generally the abilities are too wide reaching, and alot of them are straight up unfair to everyone else when used)
=== Event Threats ===
|'''Description:'''
|'''Description:''' Events run by administrators and other staff.  
You are a Wizard. You are the magnum opus of Antagonists. Singularly, you are the strongest Antagonist in the game with a set of tools at your disposal that are fully capable of extending roleplay, or forcing people into positions to where they can’t fight you. You also have an extensive set of very painful tools. There are specific tools however that aren’t permitted to be used without admin approval, or disallowed outright (mentioned later). As a Wizard your goal is to cause problems, and as a heavy threat cost, you can ultimately dictate the pace of a round. As a Wizard, security is aware that you are very powerful and also a massive threat.
|'''Special Rules:'''
|'''Special Rules:'''
*Do not use the Ghost Ritual.
* The staff running the event antagonist will set the rules. Listen to what they say.  
*Do not stay on the Wizard Shuttle.
|'''Metaprotections:'''  
*Do not use the Wizard Events without Admin permission.
* Set by administrators, assume none.  
|'''Metaprotections:'''
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic.  
|}
|}
<center>


== MidRounds (Ghost Spawns)==
== Sandbox Antagonists ==


=== What is a Sandbox Antagonist? ===
Sandbox antagonists are our idea of trying to promote higher roleplay in Antagonists by offering engagement with known professional and high quality actors within the community. In particular, having high performing and creative individuals behind the Antagonist wheel ensures that we have better experiences and opportunities for character development with the average crewmember. This role, compared to a traditional rolled antagonist, is expected to be some of the highest performing role players on the server that create memorable and fun experiences for other players.
{| class="wikitable"
{| class="wikitable"
|+
!Antag Type:
!'''Description:'''
!'''Special Rules:'''
!'''Metaprotections:'''
|-
|'''<big>Abductors!</big>''' {{anchor|Abductor}}
<span style="color: orange; font-size:135%">Critical Threat</span>
* Disabled (Not very good for roleplay, on account of their design, aswellas being generally impossible to stop without overwhelming force.)
* What they need: Teleporting in or out to be a 15s timer, inbuilt telepathy so they can actually talk to people, and a moment of weakness (appearing near station or something?)
|'''Description:'''You are a Gray. You are a member of a species dedicated to experimenting on the scientifically challenged.
The sentient life that dots the furthest reaches of the Frontier is curious, to say the least, and deserving of study. You view the species of the outer ring much in the same way a scientist would a remarkably intelligent rat. You are particularly interested in individuals that actively make no sense, even among the borderline sub-sentient life that dots these stations.
|'''Special Rules:'''
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea.
*This is a role that is nigh-unstoppable if the rules are 'equal' for both sides, so just know you'll be playing to lose.
* Functionally PMS once called out, but, as you have nothing but advantages, you should keep trying to roleplay.
*they're very-PMS if they're openly using their gear, this includes the tools or elsewise, so no, you do not have to wait for them to hack the door open before running away.
|'''Metaprotections:'''<u>The Science department</u> knows that Grays consistently steal away people for strange experiments. They are familiar with their ability to teleport on-station, as well as disguise themselves. They know that people abruptly appearing detained in strange places can be a sure sign of a freshly experimented-on crewmember. Especially if their memory is gone, or they’re acting strange. They also know they can’t speak vocally.
<u>The Medical department</u>: Is aware of Abductors, and their habit for replacing organs, once they're confirmed, medical should be on the prowl for people behaving weirdly, or else-wise, vanishing for periods of time, essentially:, everything science knows.
<u>The Security department</u> is aware of an alien species prone to abducting crew, and that you have to go above-and-beyond with them to put them down, due to their advanced armors.
<u>Everyone</u> knows that abductors are bad-news-bears, have a bad habit of appearing where you don't want to be, and elsewise, know they use the cameras to get around! (Meaning, you're allowed to disable cams!)
|-
|-
|'''<big>Blob!</big>''' {{anchor|Blob}}
<span style="color: red; font-size:135%">PMS</span>
* Disabled (didn't really encourage RP at all)
* What it needs: win-condition (ending round) gone, maybe spawns a second blob at the 500 mark? Slight nerfs so it doesn't scale as fast.
|'''Description:'''You are a Blob, or Blobbernaught. You are a somewhat sentient, indifferent living infection that has taken root on the station. Deceptively intelligent, you have one singular goal. Spread your infection and grow as big and as fast as possible. You are completely capable of reacting to threats in clever ways, though most of them just involve changing your strain accordingly. All that matters is that you grow. As a Blobbernaught, you have a simple goal. Protect the Overmind by violently murdering its assailants.
|'''Special Rules:'''
*You are not allowed to spawn within a screen-length of Atmos, an Engine, the Icebox AI area, Grav Gen, or Toxins. <span style="color: red">OR DORMS.</span>
*You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke.
|'''Metaprotections:'''You are the most well-known Antagonist in the game. You have no metaprotections. People can know as much about you as they wish to know, even down to your individual strains.
|-
|'''<big>Contractor!</big>''' {{anchor|Contractor}}
* CURATED
|'''Description:'''
Imagine a much less cool version of cowboy bebop, without the charisma, or being within the law, that about sums it up: You kidnap people who are assumed to know something, or else-wise be of value, for a lumpsum of money, and a bit of TC.
|'''Special Rules:'''
*You are bound to the same rules as other antags; that means you shouldn't just decide to blow up the SM because you feel like it, regardless of if you can afford a bomb or not, and stick to your goal of kidnapping.
*Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status.
*As per [[#Station_Threat:|Station Threat rules]], you become a Station Threat once the first successful kidnapping triggers the automated CC ransom announcement, even if the kidnapping was by a different contractor.
|'''Metaprotections:'''
'''None''': everyone knows what the [[Contraband|Contractor gear]] is, and whom uses it: Syndicate Contractors.
|-
|'''Cortical Borer!''' {{anchor|Borer}}
<span style="color: red; font-size:135%">PMS</span>
(Disabled: lack of ability to influence the station, coupled with being essentially impossible to get rid of once they get a single willing host)
what it needs: diveworm gone, eggs limited to 1 additional per borer, instead of practically infinite.
|'''Description:'''You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite.
|'''Special Rules:'''
*You are PMS at all times. You do not need to CI. No one needs to CI vs you.
* You do not need to roleplay prior to infestation.
*You should keep to opt-in "inconvenience" or worse targets.
|'''Metaprotections:'''Cortical Borers are well-known by everyone, but only characters with a deep medical or science background know that sugar can render them temporarily comatose for removal. They also know that Cortical Borers don’t take kindly to that, and that they’re theoretically replaceable.
|-
|'''Fugitives / The Hunters''' {{anchor|Fugitive}}{{anchor|Bounty Hunter}}{{anchor|Waldo}}
* ENABLED
|'''Description:'''
The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail.
They are /not/ traditional antags, while they can commit crimes in order to avoid arrest; that doesn't mean they can just go around killing people like a Traitor, or Changeling.
|'''Special Rules''' (Per Type):
'''Fugitives:'''
*NT prisoner: Escaped convicts.
*Waldo: Where is he?
* Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you.
*Factory-error synths: [see spawntext]
*Mr. Invisible: You go invisible, that's... about it.
'''Hunters:'''
*'''Spacepol''': You are the law, and you've some arrests to make, which government are you from, again?
*'''Russians:''' [insert something stereotypical here, along with 'follow your spawn text']
*'''Bounty Hunters:''' You're the cowboy bebop the contractors wish they were, and well-known to boot! but equally, not above the law, so best to keep your cover low, and avoid getting in beefs with the station-crew.
|'''Metaprotections:'''
The station knows very-little about either side, and unless an announcement is made, shouldn't treat this as a 'common occurrence.'
Though; they are welcome to notice the famous [Bounty Hunters] on station!
|-
|'''Hostile Data Entities / Cyber Police''' {{anchor|Bitghost}}
<span style="color: red; font-size:135%">PMS</span>
* ENABLED
|'''Description:'''
You are a hostile data entity created in response to a network intrusion. You are created in the context of a [[Bitrunner#Virtual Domains|virtual domain]], and are themed as such, but your objectives remain static: Kill the intruders and protect your home. You cease to exist when the domain is unloaded.
|'''Special Rules:'''
*The Beach Bums spawned in the Beach Bar virtual domain are non-hostile. CI applies with them, roleplay is encouraged, and fighting is frowned upon.
*The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure.
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile.
*If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin.
|'''Metaprotections:'''
None. You are just another hostile program in a virtual domain full of hostile programs.
|-
|'''<big>Nightmare!</big>''' {{anchor|Nightmare}}
<span style="color: orange; font-size:135%">Station Threat</span>
* ENABLED
|'''Description:'''
You are a Nightmare. You are, ultimately, a malevolent thing misplaced. Most often, Nightmares exist on another plane of perpetual darkness, content to wander. Occasionally, however, a little curious light pops up as little more than a flicker. Almost always accidentally, Nightmares then manifest on stations through this phenomenon with no means to get back.
You have an innate distaste for any amount of light, other devices and machines wouldn't be of much interest to you.
|'''Special Rules:'''
*Breaking APC’s shouldn't be your focus, you care about lights, not power usage.
*Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State.
*You are literally a horror from another plane that is naturally malevolent towards light and those that use it.
*People who insist on shining light on you while emoting can’t complain if you stab them for it.
|'''Metaprotections:'''
Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends: 
* Hates lights.
* Being attacked by them breaks the lights on your person.
* They have near-magical powers when in total darkness.
** Only science knows you can transplant the organs to steal said powers.
* They burn really, really well.
* Surprisingly sentient.
|-
|'''Man Eaters!''' {{anchor|Kudzu}}{{anchor|Man Eater}}
<span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>
* Technically ENABLED, they're in vines sometimes
|'''Description:'''
You are a Maneater. A bulbous bloom and the offspring of some particularly nasty Vines. By all accounts, you are practically non sentient, outside of communicating with other man eaters. Your intelligence level is otherwise nonexistent. Despite your name, you don’t actually eat people, but boy do you murder anyone and anything that tries to mess with your vines.
|
|
'''Special Rules:'''
=== '''Sandbox Antagonists Roster''' ===
* Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer.
 
* Do not chase anyone past a point where you can’t see your vines.
*You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.
|'''Metaprotections:'''
You’re just a  plant.
|-
|'''<big>Morphling!</big>''' {{anchor|Morph}}{{anchor|Morphling}}
<span style="color: orange; font-size:135%">Critical Threat</span>
 
* ENABLED
|'''Description:'''
You are a morphling. You are a green blob of amorphous slurring stupidity, so you’ll fit right in on station, right? You have a ceaseless, unrelenting hunger that is only momentarily satiated by whatever you can consume. 


Fortunately, what you can consume is “Anything that isn’t bolted to the floor.” 
* <big>Lone Infiltrator</big>
* <big>Contractor</big>
* <big>Space Ninja</big>
* <big>Heretic</big>
* <big>Clock Cultist</big>
* <big>Traitor</big>
* <big>Changeling</big>
* <big>Malf Borg/AI</big>


Your ultimate goal is to consume as much as possible. Your very presence alone is enough for anyone who values their belongings to weld their vents. Especially if you’re the Warden. That said, there are some things you should save for later.
|'''Requirements:'''
|
* Members of this go through an online application process on the discord. Approval will add a note to your ckey that can be used to redeem at any time and is reusable.
'''Special Rules:'''
* The character that is applied should have a detailed backstory on how/why they are in this role, with an additional caveat if they are a station character as to why they are
*For the sake of everyone’s sanity, don’t just rush the Silo.
* Players that apply for this must be in good standing on the server.
*Eating people should be reserved for opt-in: round remove.
* While not required, we'd like to see interesting gimmicks and ideas for this area.
*Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.
* You are not limited to only playing the antagonists on the left side, however you are restricted to using these as the "base" of your idea. If you have a unique idea that might not fit into these categories, you're welcome to present it in an application.  
* <span style="color: red">Do not morph into a BSA, DNA vault, or the Grav Gen.</span>
|'''Rules:'''
*Becomes PMS once they start eating (important stuff) or attacking crew.
* Keep in mind rule 5. If your objective is to just do some low key rp with someone, that's fine, but you shouldn't see a already hectic situation and decide to pour more gasoline on it. This goes doubly if you decide your gimmick is going to be violent on shifts where there is a low population or security presence.
|'''Metaprotections:'''
* Don't spam it. Try to limit use to every few days.  
Your existence is a notorious, consistent nuisance on a large number of stations. Aside from everyone knowing almost everything about you, only people in medical and science know that you slur when you imitate speech. Then again, everyone is going to find that strange anyway. Unless your disguise is mute.
* You can apply with as many characters as you want, but approved Antagonist token characters are barred from Security, Command, and Double Agent roles.
|-
* There is a higher standard for roleplay with this, we expect high amounts of good faith with this. Try not to do the same gimmick every time.
|'''<big>Revenant!</big>''' {{anchor|Revenant}}
* While you still are beholden to the general antagonist rules, you are given complete freedom in terms of what you want to do outside of that.  
<span style="color: red; font-size:135%">PMS</span>
 
* ENABLED
|'''Description:'''
You’re a Revenant. Whether you’re a legitimate apparition of someone from the past, a Haunt, or a genuine force of sheer malevolence made manifest, you are ultimately here to be a nuisance. Or worse. Out of all of the Antagonists, you are the singular one that can roleplay from perfect safety. 
 
You can emote through hearable subtles by just being beside people.  
|'''Special Rules:'''
* You can subtle (hearable) while not manifested, as well as view exploitable information as well.
* You should keep people's opt-in status in mind, if it's set to no, you shouldn't go out of your way to target them.
|'''Metaprotections:'''
Everyone has complete knowledge of what you are and what you’re capable of. Just as well, the Chaplain can, will, and should hunt you down.
 
Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it.
|-
|'''<big>Space Dragon!</big>''' {{anchor|Dragon}}
(Disabled: There's like, nothing here that encourages RP, from the arbitrary timer-until-you're-fucked, to the carpswarm)<span style="color: red; font-size:135%">PMS</span>
 
what it needs: like, way to much, pretty much a redo
|'''Description:'''
You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet.
|'''Special Rules:'''
*<span style="color: red">Don’t go on the Emergency Shuttle.</span>
* Protect your portals closely, residing nearby them as much as you can.
*You are smart enough and old enough to know that most other races don’t like being exposed to space.
*Dead carp are a valid source of health.
*You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock.
|'''Metaprotections:'''
You’re a well known threat. There’s not much to know about you other than portals are bad, carps are bad, being on fire is bad, and you can die, so killing you is an option. One the crew will immediately spring for.
|-
|'''<big>Space Pirates!</big>''' {{anchor|Pirate}}
* CURATED
 
<span style="color: orange; font-size:135%">Critical Threat</span>
|'''Description:'''
You're a pirate; you tried to extort the station, and that fell through, so now you're here to get your plunder on your own accord.
|'''Special Rules:'''
*You come with a giant announcement telling everyone you're here for a fight, so expect to be attacked almost instantly, this means while you are not PMS; you are also not protected from validhunting in general, as you are actively a threat to everyone. The only exception is the 'NRI Police' / 'NRI Patrol' variation of pirates, which announce more neutral terms.
*You shouldn't just rush the armory/the SM, and should primarily focus on 'establishing contact', or else-wise, getting that loot.
*/Just because you can sell crew, doesn't mean you should./
*No, the 'space IRS' is not a government entity, no they are not from solfed, or NT.
|'''Metaprotections:'''
none; you literally come fresh with a massive announcement telling everyone you're here for a fight.  
|-
|'''<big>Space Ninja</big>''' {{anchor|Ninja}}{{anchor|Space Ninja}}<big>Enabled.</big>
|'''Description:'''
You are a Ninja. In space. Specifically a Ninja from the Spider Clan. A very vague, poorly known yet notorious entity. You sport remarkably advanced equipment that generally doesn’t play well with anyone that lacks the training or discipline to use it. That won’t stop the crew from trying to murder you just to hold the fancy Katana.  
You arrive at the station with specific simple goals. Often conflicting in morality. You can show up and have to make sure someone survives the shift while simultaneously also having to steal information, abduct someone else, or leave a literal crater in a department. You benefit greatly from Opfor, but it isn’t required for them.
|'''Special Rules:'''
*If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one.
*It is standard procedure to incarcerate and more likely kill a Ninja as soon as their presence is made known.
* You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands.
*Ninjas should not vent the entire station. It can be considered griefing.
|'''Metaprotections:'''
* Security has full knowledge of your equipment.
* Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC.
* You’re going to be considered a threat, even if you ''do'' say you’re here to protect someone.
|-
|'''<big>Spiders!</big>''' {{anchor|Spider}}
* (Disabled: Same issues as space dragon, not alot of RP, but a whole lot of 'killing people at random while constantly expanding')
 
<span style="color: red; font-size:135%">PMS</span>
 
What they need: really just to not make more player controlled ones, that's the biggest thing.
|'''Description:'''
You are a spider. If you are a spider, you have a simple job. Produce eggs. Kill things that invade your nest. Protect the brood mother. You are a permanently mechanical antagonist, due to how important time is to you.
|'''Special Rules:'''
*You are a simple animal. Technology is completely foreign to you. Behave as a spider would.
*Do not drag welders, or water tanks.
*You are allowed to break heaters.
|'''Metaprotections:'''
*You are a spider. People know everything about you.
*People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.
|}
|}
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Revision as of 02:10, 24 April 2025

Nova Sector policies
Return to policies page

Nova Sector Antagonist Policy

Good Faith

Good Faith should be starting point of your interactions; while they won't always go how you want, it's important to always be trying your best to focus on creating roleplay where possible, even in dire circumstances! This doesn't mean you have to ignore the mechanics on the game, be that fixing a girder, or getting in a fight, just that you shouldn't be playing this role, or any other with the sole-intention of putting roleplay in second-place!

General Rulings:

  • Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
  • Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status' in mind aswell. Remember, RP is the focus, and even if the objective could be done with no witness' you should aim to generate some RP around the event itself.
  • If you want to add additional objectives, or side-steps to getting towards an objective, make an ahelp so staff can keep in the loop for the where-and-why.
  • Conversion requires there to be at least double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holoparasite, or simian back up)
  • Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so. You should not be attempting to force the round to end quickly via sabotage, massive destruction of the station, or total destruction.
  • If you roll an antagonist that is not on this list, ahelp to inform staff.
  • If a antagonist in the roster below does not have any metaprotections listed, it has none.
  • Do not exfiltrate without a approved OPFOR or ahelp, you're in it for the long run.

You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?

  • As said below, you want to keep opt-in's in mind, this doesn't mean you can't wack the opt-in no engineer who just walked in on your murder, but it does mean you shouldn't kill them, just to steal their jaws so you can break into medical faster.
  • Above anything else, before and after this, you want to avoid damaging large-swathes of the station for 1-2 targets.

So what can I do?!

  • Damage an area, as long as said damage is specifically related to the objective.
  • Target sec when they show up, as they're always opted in.
  • Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said.

Opt-In

Opt-In Prefs

  • No means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences or circumstance.
  • Yes - Inconvenience applies to antagonists and their objectives, namely being kidnapped or cuffed either by objective or circumstance.
  • Yes - Kill applies to both antags and non-antags, letting them know you're open to be killed more wantonly, which also means means you can catch the fade for walking in on a bad situation.
  • Yes - Round-removal is much the same: it lets people know you're alright with round-removal in most situations. So if you walk into a bomb threat you should expect they won't even try to not gib you.

PMS / Station Threats:

Permanent Mechanical State

  • The state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up, this includes anyone with an AOE passive effect on others (mask of madness, syndicate mood-draining-module, or people who have shown the ability to teleport away from situations.)
  • If an RP situation comes up, while they're PMS, PMS is suspended until mechanics start again.

Station Threat:

A station threat is an antag who any player can: hunt, pursue, or elsewise try to kill, without the pursuer needing to worry about valid hunting rules. This is to say they are completely free game for the crew to target.

Station threats are still protected by CI policy, unless they are in a permanent mechanical state. Note that some antagonists start as station threats out the gate. However,

For EX:

  • Any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
  • Any threat, or person which wipes out either the entire, or the majority of the present security force.

General Antagonist Roster

Antag Type: Description: Special Rules: Metaprotections:

Threats From Within

  • Traitor
  • Changeling (Station Threat)
  • Malf AI (Station Threat)
  • Obsessed
  • Blood Brothers
Description:You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case.

You're here with a goal, and likely, not one they ever expected you to complete.

Special Rules:
  • Malf AI: Ahelp to Doomsday. In addition, you're not able to CI in many cases of the things you do. Keep in mind rule 5.
Metaprotections:
  • Traitor: Everything can be identified within context if it's not a item known by Nanotrasen (see; corporate regs.)
  • Changeling: You're a well known threat to the station, any showing of your powers is going to put you at the top of the list for threats.
  • Malf AI: Research, Engineering, and the Captain can identify the more subtle signs. Otherwise, anyone can call it out if you're being less than subtle.
  • Blood Brothers: Follow Traitor gudelines.

Magical Threats

  • Clock Cultist
  • Heretic
Description: You are a worshipper of arts that can only be explained through the conclusion that magic exists. Your goal is to satisfy your masters and further your arcane knowledge. Special Rules:
  • Heretics and Clock Cultists cannot ascend.
Metaprotections:
  • Heretic: You're an esoteric thing, not many people worship your specific deity. Don't be surprised if you start doing a bunch of very obvious things (tearing open rifts, using powers, etc.) and people call it out.

External Threats

  • Blob (PMS and Station Threat)
  • Contractor
  • Fugitives/Hunters
  • Lone Infiltrator
  • Nightmare
  • Morph
  • Revenant
  • Space Pirates (Station Threat)
  • Space Ninja
  • Spy
  • Voidwalker
  • Space Changeling
  • Alien Infestation (PMS and Station Threat)
Description: You're not of this station. The people here aren't familiar, but you still have a job to do, whether it be from a master of some kind. Special Rules:
  • Blob: Do not spawn near or adjacent to the engine room atmospherics, or ordinance.
  • Nightmare: Do not attempt to sabotage the engine.
  • Morph: Do not take the form of large sprites such as the BSA, DNA Vault, etc. In addition, they shouldn't be immediately rushing for the ore silo.
  • Space Ninja: If your objectives are overly griefy (space most of the station, mass sabotage, etc) Ahelp to have staff help you fix them. You can very quickly be placed into PMS if you're teleporting constantly.
Metaprotections:
  • Nightmare: Most people know you hate light and can regenerate in the dark.
  • Space Changeling: Follow Changeling metaprotections above.

Event Threats

Description: Events run by administrators and other staff. Special Rules:
  • The staff running the event antagonist will set the rules. Listen to what they say.
Metaprotections:
  • Set by administrators, assume none.

Sandbox Antagonists

What is a Sandbox Antagonist?

Sandbox antagonists are our idea of trying to promote higher roleplay in Antagonists by offering engagement with known professional and high quality actors within the community. In particular, having high performing and creative individuals behind the Antagonist wheel ensures that we have better experiences and opportunities for character development with the average crewmember. This role, compared to a traditional rolled antagonist, is expected to be some of the highest performing role players on the server that create memorable and fun experiences for other players.

Sandbox Antagonists Roster

  • Lone Infiltrator
  • Contractor
  • Space Ninja
  • Heretic
  • Clock Cultist
  • Traitor
  • Changeling
  • Malf Borg/AI
Requirements:
  • Members of this go through an online application process on the discord. Approval will add a note to your ckey that can be used to redeem at any time and is reusable.
  • The character that is applied should have a detailed backstory on how/why they are in this role, with an additional caveat if they are a station character as to why they are
  • Players that apply for this must be in good standing on the server.
  • While not required, we'd like to see interesting gimmicks and ideas for this area.
  • You are not limited to only playing the antagonists on the left side, however you are restricted to using these as the "base" of your idea. If you have a unique idea that might not fit into these categories, you're welcome to present it in an application.
Rules:
  • Keep in mind rule 5. If your objective is to just do some low key rp with someone, that's fine, but you shouldn't see a already hectic situation and decide to pour more gasoline on it. This goes doubly if you decide your gimmick is going to be violent on shifts where there is a low population or security presence.
  • Don't spam it. Try to limit use to every few days.
  • You can apply with as many characters as you want, but approved Antagonist token characters are barred from Security, Command, and Double Agent roles.
  • There is a higher standard for roleplay with this, we expect high amounts of good faith with this. Try not to do the same gimmick every time.
  • While you still are beholden to the general antagonist rules, you are given complete freedom in terms of what you want to do outside of that.